
Live services lead @RareLtd on Sea of Thieves and Everwild. Making Heist Simulator. Previously made @VALA_game. Obviously views are my own.
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ALT Everyone thinks adding more servers is a magic fix-it button when really, it's far more complex. "Every live game falls over day one," she said. "The internet screams, 'Add more servers,' and the number of servers is quite literally never the problem. "People think of it like: a server can handle X players, Y people want to play, so Y / X = number of servers = problem solved, right? Simply: no. There are at least four more layers of complexity to a live game, and each one amplifies any of the previous layers' problems." Pollock broke down the various layers for me, which include issues like the amount of information each server can hold for the entire playerbase, communication issues between servers, sharding, the actual ability to create more servers, and, aggravatingly, problems created by players themselves

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